Forum thread for martim6
Unregistered user “Ron” posted:
One of the first custom maps I’ve played back when I was young(er…)
Really cool gameplay. And you should have seen the other levels around at that time, most of them were piss poor.
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One of the best maps of the year. Quite long, good gameplay, good lighting, brushwork and layout for its time, and no big flaws or bugs, maybe the wide variety of monsters (medieval with base ones) could be considered bad.
In the second mission, there’s a walkway over a water-filled room, and when you walk across it, nail-traps shoot you. They shoot too fast for you to slip past between consecutive nails, and they feel like the kind of trap that there’s usually a way to disable. But I can’t find a way to disable it. Anyone?
In the same room, if I fall into the water, I can’t find a way to get out without cheating. Anyone know how it’s done? Or is this just a bug?
Also in the same room, and also in the water: If you surface underneath each of the four platforms, you hit four invisible buttons – you can tell because it couldn’t down, “three more to go”, etc. But on completing the sequence, I can’t see what’s changed. Anyone?
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That aside, this is rather jolly – undemanding fun very reminiscent of the feel of ID’s original levels. It’s a shame that after you get the rocket launcher, there’s not much to do with it, though.
Because of the blockiness and arbitrary progression, I can’t really give this more than 3/5, but it’s a fun 3/5.
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I got out of the water by rocket-jumping. The bottom of the pool is too deep to use for this, but you can angle off a wall if you shoot downwards-and-sideways while swimming next to one of the just-slightly-too-high platforms.
I never did find a way to disable the nail-trap, though.
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In response to MikeTaylor first comment above:
In the water-filled room, jumping on each of the platforms in sequence causes the button that you then reach to be freed (the block that prevents you from pressing it is raised). Judging by your comment, one can apparently activate the triggers from underneath as well, but jumping on each platform in turn is clearly the intended method. You then see the block being raised as you reach the last platform.
As for not being able to get out of the water without resorting to rocket-fueled tricks, my guess is that it’s the same issue as in Neil Manke’s Monastry, i.e. that the map was created for and tested with DOSQuake, where the player is launched further out of water.
Thanks, Icant, that makes more sense.
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I’ll echo the previous comments… the map is crude but nonetheless quite fun. It has a hub-and-spoke layout, but the spokes have to be played in a certain order, so progression is totally linear. The textures are plain but not ugly.
Unregistered user “pmk” posted:
Decent quake map for its time that is rather lengthy in game play and has interesting map progression such as having to pass missions within the map in order to advance. I thought that was a very unique feature that makes the map stand out from other quake maps in 1997. However the map is quite plain and could have used more variety in texture and artwork. Overall i would give this map a three out of five rating and would recommend downloading and playing this custom map.